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		<h1>[name]</h1>

		<p class="desc"> A solver for IK with <a href="https://sites.google.com/site/auraliusproject/ccd-algorithm"><em>CCD Algorithm</em></a>. <br /><br />
		[name] solves Inverse Kinematics Problem with CCD Algorithm.
		[name] is designed to work with [page:SkinnedMesh] loaded by [page:MMDLoader] but also can be used for generic [page:SkinnedMesh].
		</p>

		<h2>Code Example</h2>

		<code>
		let ikSolver;

		// Load MMD resources and instantiate CCDIKSolver
		new MMDLoader().load(
			'models/mmd/miku.pmd',
			function ( mesh ) {

				ikSolver = new CCDIKSolver( mesh, mesh.geometry.iks );
				scene.add( mesh );

			}
		);

		function render() {

			animate(); // update bones
			if ( ikSolver !== undefined ) ikSolver.update();
			renderer.render( scene, camera );

		}
		</code>

		<h2>Examples</h2>

		<p>
			[example:webgl_loader_mmd]<br />
			[example:webgl_loader_mmd_pose]<br />
			[example:webgl_loader_mmd_audio]
		</p>

		<h2>Constructor</h2>

		<h3>[name]( [param:SkinnedMesh mesh], [param:Array iks] )</h3>
		<p>
		[page:SkinnedMesh mesh] — [page:SkinnedMesh] for which [name] solves IK problem.<br />
		[page:Array iks] — An array of [page:Object] specifying IK parameter. target, effector, and link-index are index integers in .skeleton.bones.
		The bones relation should be "links[ n ], links[ n - 1 ], ..., links[ 0 ], effector" in order from parent to child.<br />
		<ul>
			<li>[page:Integer target] — Target bone.</li>
			<li>[page:Integer effector] — Effector bone.</li>
			<li>[page:Array links] — An array of [page: Object] specifying link bones.
			<ul>
				<li>[page:Integer index] — Link bone.</li>
				<li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>
				<li>[page:Vector3 rotationMin] — (optional) Rotation minimum limit. Default is undefined.</li>
				<li>[page:Vector3 rotationMax] — (optional) Rotation maximum limit. Default is undefined.</li>
				<li>[page:Boolean enabled] — (optional) Default is true.</li>
			</ul>
			</li>
			<li>[page:Integer iteration] — (optional) Iteration number of calculation. Smaller is faster but less precise. Default is 1.</li>
			<li>[page:Number minAngle] — (optional) Minimum rotation angle in a step. Default is undefined.</li>
			<li>[page:Number maxAngle] — (optional) Maximum rotation angle in a step. Default is undefined.</li>
		</ul>
		</p>
		<p>
		Creates a new [name].
		</p>

		<h2>Properties</h2>

		<h3>[property:Array iks]</h3>
		<p>An array of IK parameter passed to the constructor.</p>

		<h3>[property:SkinnedMesh mesh]</h3>
		<p>[page:SkinnedMesh] passed to the constructor.</p>

		<h2>Methods</h2>

		<h3>[method:CCDIKHelper createHelper]()</h3>
		<p>
		Return [page:CCDIKHelper]. You can visualize IK bones by adding the helper to scene.
		</p>

		<h3>[method:CCDIKSolver update]()</h3>
		<p>
		Update IK bones quaternion by solving CCD algorithm.
		</p>

		<h3>[method:CCDIKSolver updateOne]( [param:Object ikParam] )</h3>
		<p>
		Update an IK bone quaternion by solving CCD algorithm.
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/animation/CCDIKSolver.js examples/jsm/animation/CCDIKSolver.js]
		</p>
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